Unofficial Creation Kit & Modding Bug List #3

Post » Tue Jun 19, 2012 5:41 am

Oh, new development. I had thought that all level-mult NPCs were broken (their level was correct, but not their stats). Well, if the player levels up, their stats correct (somewhat -- you'd still have to do the disable/enable trick or "SetClass"; "GetActorValueInfo" shows the right values anyhow). Suppose it's not something you'd notice in the default game because you always begin at level one.

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Anyone know the benefits of giving an NPC a specific-hand version of a spell rather than the normal one? Watched an NPC fight with both types, and he seemed no more effective one way or the other.

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Latest update is injecting an uncleanable subrecord to all files. Can be cleaned with TESVSnip, but you have to load the .esp back into the CK; it will show an error, but will correct the subheader. Don't save it, because it will just put the record back in there, but it doesn't need the save to keep the file header fix.
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Ross Thomas
 
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Post » Tue Jun 19, 2012 11:41 am

Bethesda seems to have serious issues with memory handling on ESPs. I get chronic crashes with several mods that are in ESP format in my load order. As soon as I ESMify them, the CTDs disappear. I think all of the grey screen bugs, and navmesh bugs are connected to the fact that the memory management on ESPs svcks big time.
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DeeD
 
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Post » Tue Jun 19, 2012 6:11 am

Actually it's far more likely that it's because some of those mods need to be ESMs with ONAM lists. Something we can't generate for Skyrim without using seriously dodgy methods involving tools for Fallout 3.
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Ludivine Poussineau
 
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Post » Tue Jun 19, 2012 3:13 pm

Actually it's far more likely that it's because some of those mods need to be ESMs with ONAM lists. Something we can't generate for Skyrim without using seriously dodgy methods involving tools for Fallout 3.

Is it better to simply not use such mods for the time being? How might a user identify which mods "need to be ESMs with ONAM lists" in order to remove them?
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Robert Bindley
 
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Post » Tue Jun 19, 2012 7:06 am

Sadly there's no way to answer that until you've managed to determine they fix a problem that's been isolated to a particular mod. One of the reasons Skyrim modding is frustrating. Lack of access to proper methods and tools.
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naomi
 
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Post » Tue Jun 19, 2012 7:52 pm

Actually it's far more likely that it's because some of those mods need to be ESMs with ONAM lists. Something we can't generate for Skyrim without using seriously dodgy methods involving tools for Fallout 3.
You are probably right, its just weird how most mods seem to "heal themselves" after saved as ESMs. By the way, may I ask what kind of data do the ONAM lists contain?
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Tanika O'Connell
 
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Post » Tue Jun 19, 2012 2:05 pm

They're just a list of form IDs the mod is meant to override. It's only of value in a true ESM (or a false-flagged ESP). Without an ONAM list, an ESM can't even touch content in another ESM, and an ESP can sometimes crash the game.

If you've managed to narrow repeatable CTDs down to just your own mod, always in a certain spot or doing a certain set of things, chances are you're one of the unlucky ones who will need them.
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Alyesha Neufeld
 
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Post » Tue Jun 19, 2012 4:31 am

The strange this is that many of the mods I downloaded seem to be causing crashes only on my game while leaving most other players unaffected (and with few other people). Luckily my own mods don't seem exhibit this crashy behavior, but they still have the navmesh bug. Quite a few of these mods I downloaded might alter the vanilla navmeshes and thus expose the game to frequent crashes.
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Tikarma Vodicka-McPherson
 
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Post » Tue Jun 19, 2012 3:27 pm

Every .bsa file I have used the CK to make is placed in the Skyrim folder, and not in the Skyrim\Data folder, and I have to manually move the .bsa to the Data folder. It does not matter what folder I specify the .bsa should be created in.

I consider this a very annoying bug in the CK, but I don't see any mention of it. Does anyone else have this problem? If not, any clue why I do?


Edit: I found someone else reporting the exact same problem. Any chance of this bug making the CK bug list?

Another Edit: The bug is limited to the "File --> Create Archive" method inside the CK. When the separate executable "Archive.exe" is used, the .bsa is created where and how one wants.
So, I think the solution would be to make "Create Archive" call "Archive.exe", instead of whatever it currently uses.
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teeny
 
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Post » Tue Jun 19, 2012 2:07 pm

Create Archive does call archive.exe. That's what it's there for. You can get around problems with that mode by telling the CK you're going to upload to Steam instead, which performs exactly the same packing steps. Just cancel when you get to the screen to fill in your upload details. The .bsa file will be right where it should be.

It's a valid issue though, and one they ought to fix, but it's extremely low priority given the severity of things like the navmesh bug.
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Georgine Lee
 
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Post » Tue Jun 19, 2012 9:59 am

Ooops, I swear I checked this not so long ago.

Updating the list :)
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LittleMiss
 
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Post » Tue Jun 19, 2012 5:39 am

http://www.gamesas.com/topic/1347249-unofficial-creation-kit-bug-list-2/page__view__findpost__p__20359881

To add to this one:

1. The issue seems to be with leveled lists containing multiple levels for the items inside of them. One or two minimizes this from happening. Any more, and you run the risk of a corrupt list.

2. It appears that volume plays a role here, too. I have a mod where I've created a large number of custom leveled lists and I have reached the point where having multiple levels of items in the same list almost always causes the list to be corrupted, regardless of how long I've spent in the Creation Kit.
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Jerry Jr. Ortiz
 
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Post » Tue Jun 19, 2012 3:05 pm

It's a tiny little thing but it's to be expected..

Not Hit Event, as with skill use multi, does not work for custom magic effects.

(I want to say NOTHING works for custom magic effects but that the bitter modder in me raging).

I was gonna say in response to the above to just make custom leveled lists(I did this) until I read #2 and was like "well [censored] it..".
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Naughty not Nice
 
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Post » Tue Jun 19, 2012 11:22 am

Bug list finally updated, sorry for the delay.

If I've missed anyone out or done something wrong then by all means correct me. It's getting late and I've had to sieve through five pages of bugs :P
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Amy Smith
 
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Post » Tue Jun 19, 2012 1:15 pm

Only one scene works per quest. Any more and the game refuses to process any dialogue, all characters are mute, and the scene will not play.
The thread there seems to indicate the problem was due to a lack of dialogue files in the scene, not some kind of oddity with a second one not playing. Folks appear to think that issue was sorted out and isn't a bug in the CK after all.

Adding a spell from a plugin to your favourites will cause the game to crash on the General Stats screen if the mod is removed.
This is strictly a game engine bug, and was supposed to have been fixed in one of the subsequent official patches. Though I can't find confirmation on that. Either way, doesn't belong on a bug list about the CK since it's not a CK issue.

Dialogs/windows are still using EndDialog() instead of DestroyWindow() when closed. A long session will therefore prevent windows, applications and folders opening all together until the CK is quit.
Is a duplicate of:
The CK leaks editor window handles.

The CK will crash to desktop if a picture is added before a category is selected when uploading to Steam Workshop.
This has been fixed. I've uploaded two released mods post CK 1.5.24 and both times added the picture first. No crash.

Adding a new reference with the parent being one of the vanilla civil war markers will cause the game to crash on launch.
False. My Open Cities mod is filled with these in Whiterun and works just fine.

Using RegisterForSingleUpdate() when the script execution time is longer than 1 second causes the script to go out of timing, firing multiple OnUpdate events.
Was caused by user error in their own scripting. They edited the post afterward to indicate this. 5 days later, but hey.

Could be more, but this is just low hanging fruit that was easy to pick off :)
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Kevin S
 
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Post » Tue Jun 19, 2012 8:59 pm

too bad that now, with Dawnguard in the works, we can forget any real patch for both game and CK until that DLC is out
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Nicole M
 
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Post » Tue Jun 19, 2012 11:50 am


Only one scene works per quest. Any more and the game refuses to process any dialogue, all characters are mute, and the scene will not play.
The thread there seems to indicate the problem was due to a lack of dialogue files in the scene, not some kind of oddity with a second one not playing. Folks appear to think that issue was sorted out and isn't a bug in the CK after all.

I can confirm what Arthmoor says here.
It's fully possible to have multiple scenes within the same quest. However, if you forget to add a wav/xvm/etc-file to any dialog entry within a scene, the scene will not run (been there, done that, too)

So, no ck-bug.
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Nathan Barker
 
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Post » Tue Jun 19, 2012 7:48 pm

Maybe this isn't a bug and is really just something to watch out for (I added a note to the wiki talk page on dialog...)
But I thought I mention it here

Working with dialogue in a quest:

The CK will allow saving a new response in the Misc tab, SharedInfos without an ID.
Should you do so, after replicating said response to a Topic, and then editing conditions or scripting of said response in the Dialog Views tab, and then saving said eidts, the CK removes your SharedInfo response and replaces it with an EMPTY response. All your conditions and scripts are still there, only the reponse text or voice file are missing.
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Andrew
 
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Post » Tue Jun 19, 2012 11:41 am

I still can't look up a face of the Argonian NPC I create in the Face Gen Window of the CK. Is there a fix for this?
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My blood
 
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Post » Tue Jun 19, 2012 4:14 pm

New bug (minor): OnEquipped() event calls on stacked MiscObject items (more than one in your inventory); if you quit to desktop and restart, it will cause the event to fail to trigger until you empty your inventory of the items at least once.
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Love iz not
 
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Post » Tue Jun 19, 2012 5:47 am

Assuming this thread is still being updated....

http://www.gamesas.com/topic/1345681-navmesh-bug/ http://www.gamesas.com/topic/1345681-navmesh-bug/page__view__findpost__p__20341090

This is fixed as of the 1.6 Beta. Listed in the changelog as "General AI pathfinding optimizations and bug fixes"

http://www.gamesas.com/topic/1344939-things-disappearing-in-the-world/page__st__30 http://www.gamesas.com/topic/1354218-an-open-letter-to-bethesda-regarding-ck/page__view__findpost__p__20414984

Indications are, at least in my testing so far, that this bug has also been fixed despite not being in the changelog for 1.6. Needs more eyes on it to verify.
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suniti
 
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Post » Tue Jun 19, 2012 9:08 pm

what?? the navmesh bug is down at last?
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Kevin Jay
 
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Post » Tue Jun 19, 2012 9:59 am

Yes, it's down at last.
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SamanthaLove
 
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Post » Tue Jun 19, 2012 6:01 pm

Assuming this thread is still being updated....







Indications are, at least in my testing so far, that this bug has also been fixed despite not being in the changelog for 1.6. Needs more eyes on it to verify.
I had a large cliff object become invisible in my interior the last time I tested. I'm running 1.6b too. I might have to reconfirm it though, might just be those roombounds messin' with me.
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Sarah Bishop
 
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Post » Tue Jun 19, 2012 2:34 pm

Yeah, I'm about to plug a whole bunch more large things into my testing mod to see what comes of it. 8 objects isn't enough, but I suspect if I throw about 30 or so of varying sizes in, it should be quick to tell.
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Frank Firefly
 
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